danil
New vMember
Posts: 6
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Post by danil on Jul 8, 2020 7:13:53 GMT
Hello everyone, I want to share my game and hear Your opinion.
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Post by komposite on Jul 8, 2020 9:23:20 GMT
Hey Danil !
That's looking good and there is plenty of cool stuff.
Graphics are top notch quality, UI as well, really pleasant.
Sounds are ok, but foley and footsteps are not sync and do not change depending on the surface (I'm a sound designer, so it's obvious for me ahah) Kudo on the detection sound and music change when enemys spots you, it's a game changer when your music is interactive (even if it should have different state regarding the state of the enemy (idle, suspicious, chase, combat, etc...), but it's a real plus ! Hit of the windshield is not realistic tho, it doesn't make that sound, it's more crispy than that :D
Headtrack is a bit too heavy, try to reduce the free head weight.
And the big problem is animation here, the player looks stiff and rigid, stealth kill are way too long (and the exit time of the transition is too short), and the first enemy you encounter doesn't feel he has a baseball bat (I know it's Kulbod sword animset). Maybe try Frank's Climax's RPG 2 handed, it might fit your need a bit more.
And yeah, the fact you can set traps is really really cool.
Overall, that's really cool, but it lacks some basic features such as enemy detection (via a ratio or something), improve your animations, more emphasis on the sound, and, yeah, you might be good to go !
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Post by xenoblackinc on Jul 9, 2020 4:57:10 GMT
I'm going to be honest this is really nice! love it great animations once you get everything tight this is going to be a great game.
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Post by Invector on Jul 9, 2020 14:47:03 GMT
That is a great customization and use of the features included in the template, you manage to replace models, animations, sounds, UI, use the GenericAction to trigger custom animations, created cool traps with the Builder add-on, pretty much everything to make your game look unique, really well done.
Since you're approaching a more realistic approach, try checking the RootMotion option in the Locomotion tab to make your character slide less, especially in the walk animation (this goes to the AI as well)
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Post by uberwiggett on Jul 10, 2020 8:29:25 GMT
I agree with komposite, I could spot the kubold anims too and felt the player anims were a bit stiff. I also think root-motion is definitely the better way to go but I am biased for that Graphics wise it's doing really well, the colour grading and effects are good for the models and environment, and it's on it's way to looking pretty swish. I also like the time slow during the inventory wheel, that's a pretty pro move. You've done really well to modify the template and that's always a winner in my book. Good job! Actually I wanted to ask if you made any modification to the melee system, as the hit/response flow seemed to be quite good (talking about the bridge attack), I have had issues with some melee combat enemies attack while attacked or just not moving away properly.
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Post by Invector on Jul 10, 2020 14:45:39 GMT
I agree with komposite, I could spot the kubold anims too and felt the player anims were a bit stiff. I also think root-motion is definitely the better way to go but I am biased for that Graphics wise it's doing really well, the colour grading and effects are good for the models and environment, and it's on it's way to looking pretty swish. I also like the time slow during the inventory wheel, that's a pretty pro move. You've done really well to modify the template and that's always a winner in my book. Good job! Actually I wanted to ask if you made any modification to the melee system, as the hit/response flow seemed to be quite good (talking about the bridge attack), I have had issues with some melee combat enemies attack while attacked or just not moving away properly. You can slowdown time at the vInventory inspector, we added this feature but I don't think many people know about it, we receive a lot of complains about not being able to create a Pause menu, and that's because we mess with the TimeScale here
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danil
New vMember
Posts: 6
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Post by danil on Jul 10, 2020 16:14:00 GMT
Hey Danil ! That's looking good and there is plenty of cool stuff. Graphics are top notch quality, UI as well, really pleasant. Sounds are ok, but foley and footsteps are not sync and do not change depending on the surface (I'm a sound designer, so it's obvious for me ahah) Kudo on the detection sound and music change when enemys spots you, it's a game changer when your music is interactive (even if it should have different state regarding the state of the enemy (idle, suspicious, chase, combat, etc...), but it's a real plus ! Hit of the windshield is not realistic tho, it doesn't make that sound, it's more crispy than that :D Headtrack is a bit too heavy, try to reduce the free head weight. And the big problem is animation here, the player looks stiff and rigid, stealth kill are way too long (and the exit time of the transition is too short), and the first enemy you encounter doesn't feel he has a baseball bat (I know it's Kulbod sword animset). Maybe try Frank's Climax's RPG 2 handed, it might fit your need a bit more. And yeah, the fact you can set traps is really really cool. Overall, that's really cool, but it lacks some basic features such as enemy detection (via a ratio or something), improve your animations, more emphasis on the sound, and, yeah, you might be good to go ! Thank you, very nice to hear. I agree with your amendments, and I will post a full video with all the amendments in the near future.
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danil
New vMember
Posts: 6
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Post by danil on Jul 10, 2020 16:15:19 GMT
That is a great customization and use of the features included in the template, you manage to replace models, animations, sounds, UI, use the GenericAction to trigger custom animations, created cool traps with the Builder add-on, pretty much everything to make your game look unique, really well done. Since you're approaching a more realistic approach, try checking the RootMotion option in the Locomotion tab to make your character slide less, especially in the walk animation (this goes to the AI as well) Thank you, good to hear!
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danil
New vMember
Posts: 6
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Post by danil on Jul 10, 2020 16:33:58 GMT
This looks great! Which animations are you using for the enemy walking? Also the knock-back ones? Do you have different id's on the attack so he reacts a certain way? Thanks! Thanks! I use all movement, attack and hit animations for melee enemies from the Sword Animset Pro asset. You are right, I used reaction ID:)
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danil
New vMember
Posts: 6
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Post by danil on Jul 10, 2020 16:51:10 GMT
I agree with komposite, I could spot the kubold anims too and felt the player anims were a bit stiff. I also think root-motion is definitely the better way to go but I am biased for that Graphics wise it's doing really well, the colour grading and effects are good for the models and environment, and it's on it's way to looking pretty swish. I also like the time slow during the inventory wheel, that's a pretty pro move. You've done really well to modify the template and that's always a winner in my book. Good job! Actually I wanted to ask if you made any modification to the melee system, as the hit/response flow seemed to be quite good (talking about the bridge attack), I have had issues with some melee combat enemies attack while attacked or just not moving away properly. Thanks! I'll take your advice:) I didn't make any changes, I used reaction ID and animations from Sword Animset Pro.
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Post by gubwe on Aug 8, 2020 0:13:41 GMT
this is nice, nearly made me delete my project. Your craft is superior
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